Now that the encumbrance screen divides left and right sided limbs a thought occurs…
What if during character creation you chose your handedness? Either as left/right or taking ambidextrous as a perk. So long as an action only demands the use of one hand (wielding one handed weapons/tools etc.) it only considers the encumbrance of the hand you chose. Two handed weapons, most unarmed fighting styles and complex tasks/actions would still take into consideration the off hand when factoring how encumbered you are, naturally.
If you break or otherwise badly injure the arm you favor expect penalties when making do with your off-hand.
*As a footnote being ambidextrous not only negates any penalties associated with handedness but should apply small bonuses, like faster reloading and the like.
The second part of my suggestion deals with clothes. Finding an pair of shoes that fits you or coat that’s completely intact should be a tad more difficult after the world has ended, I should think. To this end I would love to see gloves, knee-pads, socks, boots, sleeves and all manner of assorted limb coverage spawn singularly, and as a left or right variant as appropriate. Moreso I would suggest an alteration to the current damage model where clothing is concerned.
Currently anything you wear will be completely destroyed if it sustains enough damage. Normally this functions well enough, but can lead to weirdness when say, growing talons makes your powered armor explode, or similar shennanigans with mutated anatomy pushes off your attire. And then an idea hit me. What if clothing had a central part that if destroyed eliminated the clothing just as it does now but any of the other areas could be torn away without incident. Here’s an example:
[ beekeeping suitVolume: 14 Weight: 3.50 lbs/1.59 kg
Bash: -5 Cut: 0 To-hit bonus: -5
Moves per attack: 147
Damage per move: -0.03
Materials: Cotton
Flags: VARSIZE, OUTER
Can be cut into: 14 ragsCovers: LEGS, TORSO, ARMS
Coverage: 100%
Encumberment: 1
Protection: Bash: 4 Cut: 4
Acid: 4 Fire: 0 Elec: 8
Environmental protection:
Warmth: 25
Storage: 8A white suit commonly worn by professional beekeepers with straps on your ankles and wrists to prevent bees from flying in. It’s not very tough fabric, but light and has plenty of storage thanks to a chest pocket.
Above is a snazzy bee keeping suit as it appears in game normally. I’d suggest the following change.
[ beekeeping suitVolume: 14 Weight: 3.50 lbs/1.59 kg
Bash: -5 Cut: 0 To-hit bonus: -5
Moves per attack: 147
Damage per move: -0.03
Materials: Cotton
Flags: VARSIZE, OUTER
Can be cut into: 14 ragsCovers: LEFT LEG, RIGHT LEG, TORSO, LEFT ARM, RIGHT ARM
Coverage: 100%
Encumberment: 1
Protection: Bash: 4 Cut: 4
Acid: 4 Fire: 0 Elec: 8
Environmental protection:
Warmth: 25
Storage: 8A white suit commonly worn by professional beekeepers with straps on your ankles and wrists to prevent bees from flying in. It’s not very tough fabric, but light and has plenty of storage thanks to a chest pocket.
Not much of a difference until we get to the meat of the suggestion. When viewed, either through the inventory directly or in the layering menu clothing would color code the various parts that make it from dark green (perfect health) all the way to bright red (nearly destroyed) Should a part of the clothing lose all its health (Either through combat and other hazards or the player taking a sharp object to it) it either:
A) Doesn’t cover/encumber/protect that part of your body anymore
or
B) That was a needed part of the garment (Like the TORSO coverage of a sweater) and without it the clothing is reduced to component materials.
At a glance they’d still show ripped/shredded etc to give players a quick frame of reference as to how badly the most damaged section of clothing is holding up.
Missing parts could be restored, but at a heftier cost than simply repairing them would have needed. Additionally this would mean that all suits could be cut down to just torso coverage, leather jackets could be Mad-maxed by removing a single sleeve and pants need just one leg. Why you ask?
Because if the game only spawns damaged clothing with any regularity survivors will look much more like scavengers, at least until they can craft their own clothing–and even then it gives them greater control over their encumbrance. Especially when/if handedness becomes a factor.
What’s more if a hail of bullets chews up your survivor armor it might only shred away the parts of it protecting your arms/legs–doing more damage to those parts while still contending with the coverage and armor of non-obliterated sections of the suit.
Thoughts?